Please keep in mind that this website is for all Heroes :) It is sometimes necessary to re-introduce the basics!
WoW, who appeared here, haven't seen you for a long long time!
well said. :)
Yeah "Heroes" playing with grail cheats and quick combat. :P
Okay, thats good for everybody
Why is it not possible to have "the Hero in the initiative bar with its own initiative value"? Just make it so that each creature (and the Hero) acts once during each turn, and you're done. Why was this not practical?
Essentially, I'm suggesting to treat "Initiative" as a measure of "who acts first within each turn" AND NOT "how often creatures act", and just assign a Hero initiative with this meaning. Make Initiative a Hero skill that can be improved with artifacts, buildings, experience...
Just realized that we have no ammo cart. Damn, don't want my shooters to have infinite ammo, sounds dumb.
Number one rule in action movies: the hero never runs out of ammo.
H6 and H4 didn't have them either. You're right, though. An archer with infinite bolts in his quiver...maybe if he is Legolas, but otherwise? No.
infinite ammo, it's not an RPG! ))
H6 didn't have them so it's only natural this expansion won't have limited ammo either.
You are absolutely right, maybe they just removed it because most shooters will use magic. But an archer with infinite ammo is just stupid :<
in HoMM 4 most of the untis have very little ammo.. only few units (medussa, maybe someone other) have infinite numer of ammo so wasing shots is not a good idea ;P
Besides I think that ammo limits is a good thing really good
You don't like where this is going, do you?
Don´t really care so much, But I hope the range penality will return. In H6 like 3/4 units had 100% damage on range attacks
agreed, penalty range is good thing. It is even essential when one faction has 1 or 2 shooters and the other one 3.... also the besieged side should have some advantage
If you defend in a siege battle, there's the moat, the wall (obstacle penalty for the opponent, and said opponent has to get through or across it first) and battle towers. What more advantages do you want?
Range penalty for shooters, should they also get a melee penalty? And what about artefacts (all hail the Golden Bow) to reduce penalties?
Or do you mean that, if you attack an enemy hero, that enemy gains some advantages for being the one attacked?
I like when sieges are pin for the enemy.
Generally the attacker is in favour- he chooses the time and moment to attack and rather has way bigger army (only when situation requires that, he is forced to attack)
Well, archers on walls and towers should be in better position than the enemy
hope that there will be moats, movable brigdes and decent towers! Love that stuff!
Archers on walls...
Think about it. At the start of a siege battle, you can choose to put shooters on the wall (they have to stay there during the combat). There, they get the advantage of no range penalty. To prevent being op'd, they are not covered by anything and are thus more vulnerable to attacks and damage.
Well, H6 did have this option. But I think the units could move out of the tower.
And, you just had one tower to place the unit, while the other two had shooters that you couldn't remove.
The ammo cart would be a rather bad warfare unit, its effect is just passive and tbh it was always a silly mandatory buy, since it's effect was useless in most battles.
And that's the main point, most battles aren't long enough to ammo limit to matter. In arlier games, the limit only came up on longer sieges.
There are better limit's to ranged troops, distance penalties and cover mechanics. Not something that only comes up in 1/10 of battles.
And also if you are whining about shooters having infinite ammo because it's unrealistic, why don't you whine about putting 150 titans, 228 cyclopses and 2000 footmen on one single boat.
And by destroying the tower, you can take out the entire stack regardless of its size. That was a good feature, because if you attack a Stronghold town and the enemy has Enraged Cyclopes, they are always stuffed in that tower.
Those are just the basic battle towers. In H3 and H5 they are occupied by 'normal' units, but in H6 it was different. Water rays in Sanctuary, Fire in Inferno etc. That doesn't qualify as shooters that should be commanded, like the ones you have in your army.
Because it would be a bit frustrating to buy hundreds of ships to put armies on?
Plus, ammo cart did improve the shooters' attack in H5, with war machines skill. It could certainly be improved, but still better than having infinite shots.
The answer to the boat problem would be...magic. Because magic is the answer to everything in Ashan.
i kinda like having limited ammo, makes you think more before you act. especially in sieges its importand to think who or what to schoot.
@Sardren; good point, filling a boat should be so easy!
I hope they add the ammo cart at some point in the future.
@rodaff: You dream, more spiders is all we're gonna get.
So it was also MAGIC on Enroth then?
The fact that ranged units have limited amount of ammo is not a question of gameplay not realism. Unlimited shots might feel dumb, but so feels placing your whole army on one boat, Why to you place them on one boat. Gameplay mechanics. Most things in HoMM are representations, nt the actual thing.
One ship is only a symbol of a fleet. =)
Or do you waiting for your hero to moving on the map in front of an army.
Are we gonna discuss a ship, really? Its just a symbol same as the hero on map.
And ammo cart come in handy with shooters who have less shots or in sieges. I dont like this unstopable shooting from H6 when most of the units have no distance penalty, it should be a special ability like it was in H5, or archmage in H3.
I would prefer the initiative system of Heroes V.
Sorry i think they can't copy that, it's not compatible game-engine with h5. Making system of their own would also mean more work.
+1. Altough Ekohippi may have some reason. I miss my Heroes V initiative-bar. It was more complex, true, but I think it made combat much more dinamic and creatures much more different.
Heroes V initiative system was very interesting, but it was often too random. Ii was easy to restart the battle again and again with different creatures to be able to play sooner than opponent´s creatures.
It was interesting but it would need some work to balance
after all some units got so screwed over by it... well then again... units with low speed, initiative and melee are generally hard to get much done with...
And it made mass hast/slow pretty darn insanely strong
Let's see, we need articles like these:
*Necro warefare, heroes and creature fixes (to conclude this awful saga)
*Last part of Q&A
*Explanation of skill system
*Opening of Game & World, Media or Community portals
*Developer interviews (optional)
*Tales of Ten Year Wars (optional)
No I'm glad to learn about battle system, but right now I'm very skeptical ...
and tech trees of heaven and academy factions.
totenkopf as a pseudonym? Really?
Why do you put it here??
It's just posting to post?
*etc. normal site, community, editing, sections of the forum .....
*etc and many, many avatars!!
"dynamic initiative like in Heroes V" come back!TT_TT
It would take them too much time and work to add a feature like that. Though they should improve the existing one.
It seems like everything is just "too much time and work" for them.
It wasnt once too much time, it shouldnt be this time. How i hate these words, little budget, no enough time. I will buy only excelent game not cut one.
It's hard to balance so that slower units remain effective.
in a way h6 system was good as it was very Simple and easy so you didn't need to think in battles. I think with them making battles even more Simple might not be all bad, I like that they encourage turtling with flanking mechanism as trurtling was always powerful tactic and now it Will be even more powerful.
GUYS GUYS listen - do you want 8 bosses or about 12 new neutral creatures?? I am soooo happy that we are more likely to ger second option
I WANT EVERYTHING!
12 new neutrals.... make it 24 or more :-p
*whips the devs* "whoehahaha, work, work" *evil grin*
Mechanically, this sounds like one of the most fun Heroes titles yet.
I never liked the boss battles of 6 so this is good news to me and I'm looking foreward to 7 even more now.
#GUEMC - Give Us Even More Candies
А я торт хочу(((
#GUEMC - Give Us Even More Cakes
And more avatars :P
U'll get fat after cookies and candies. Stay fit, eat celery ;)
... and a new game heroes 3
Incidentally Galaadle,you have already experienced the new HoMM 3 ?
I'm trying to keep realistic here.
You mean the H3HD with textures from robocop butt? Not yet, but I will.
Елизаветушка - много тортиков нельзя: поп.. - фигурка испортиться xD
Ok my friend, most importantly, that this is your test was not a burden for you. : ))
Установил со скуки темного мессию - так там баг - Зана (та что в гер 6) по немецки шпрехает - пришлось отдельно файл с озвучкой качать xD
I'd prefer not to eat celery, you die if you eat too much celery.
It's not even tasty.
Jeremiah writing about his day, confusing this place with facebook. And political spamming. Madhouse rides again. XD
Enjoy some anarchy, drink some violet coffee ^^,
I have to switch from coffee to beer. To stay half-sane. :P
Prepare the strait jackets!
In this case you need something heavier. Once Avatars (Light, Chaos, Sexy etc) will come, JEmo will start his feminists quota threads, Galaad with his latin, guest-sfdskfd with his politics and medic with lineups ver. 193543243.2 you'll definately need something heavier. Absinthe or something like that. ;)
Don't forget about cabir plush!
And after another news from spiderpolis... I think I will reach for some plum vodka.
What cabir plush? Where?
I do think that it will take a WHILE until having any news on Necropolis again.
CABIR PLUSH FTW !!!
And yeah, JEmo and his feminist fantasy... Once and for all someone should tell him straitgh :
if the word "annoying" did not exist, he would have invented it...
I should add, this is all VERY encouraging! Would be great to have more terrain effects on the TACTICAL map: puddles that slow movement, flames that do damage every turn, height/elevation, etc. One of the problems in previous entries is all battle maps were the same.
Doesn't sound like a bad idea. Just it may be a bit hard to do.
Don't really think they will have time for this. They really have a lot to do. Especially since they seem to make mistakes in where they should put thier time and energy on.
Or ice shards, like the Yuki-Onna's ability. It's interesting, but I don't know if we will see some of this.
Well, I believe Heroes 7 will be a good game, better than Heroes 6, but it's far from the best game of serie
Poorly TownScreens, Heroes without unique mounts, Heroes with ranged attack, few skills per unit...
All this are small details that make the game good to be played
Heroes 3 and 5 still the best games in serie u.u
But I hope I'm wrong =D
You are right, to be the best it must have as less flaws as possible. This one already has.
My fellow countryman, less skills per unit is not a bad thing, if you consider these skills being presented in a clever way. I really don't want seeing a unit with 6-7 skills that makes your stop and wonder what to do all the time. Game must flow nicely. Many skills won't mean, mandatory, more depth in strategy.
But again, doing things in a clever way might not be the best feature from these devs lately. They are the ones that might need some additional skills. ^^
Don't judge a game before release. I also have my concerns in some points(mostly ingame screenshots), but I also like many ideas of them. We have to wait how they will play out in the finished game.
How do you know it's far from the best if it's not yet released?
@Sussugamon: I agree, few skills for units make the game more transparent. Too much skills for units increases complexity, but you don't gain much. They have to consider what improves gameplay. Having half-a-dozen minor skills instead of three characteristic and memorable ones won't.
Tokusatsu THE MAD - February 18, 2015 16:48:26
But I hope I'm wrong =D
I'm judging by what has already been revealed and by the images "work in progress"
I said I hope to be wrong...
Sussuga, yes, maybe few skills will not be bad...
Depending of what skills they put in units
The game is far from being the best because you have bad townscreens, Necro situation, similar creature abilities, as well as some other things. And these aren't details that you can just sweep under the carpet or something.
To be honest I kinda liked the hexagons more.
There's a legion of people that think alike. ;)
+1 hexagons rules
Ubi-Nox, Marzhin, any dev available;
People are wondering what is with the blue rows in the first picture! Please explain it to us.
I think it just means it is in deployment fase? Like in H5 before bettle starts. Maybe you can move the whole line at once (hence the blue and green rowes, where green is the selected group. Atleast that is what it looks like to me).
It still needs an explanation. Besides, why would the hero be placed on the blue rows?
maybe for style points- we can choose where he will be sitting on her.his horse all the fight and look pretty
maybe the blue row for reservation? like, you can choose which unit you want to deploy (or not)? Just a guess though
You still had such options in H6 and it didn't have the blue field.
I know that I am just bitching a bit, but I would rather postion whole unit, not its head- it is qute disturbing and does not help
Also, some units could be a bit bigger than others- titan and others.. by that I mean:
- is this mage a giant, cause he s way bigger rhan raskasha!
- this carpet is enormous, mage want to cover with it thw whoel battlefield!
On HC, Ubi-Nox said that the models aren't to scale yet, that's still work in progress.
hope so, but phrase "work in progress" is a bit overused imo... and when it will be done? Cause there are way too many things to be redone (and scaling everything is not that easy). But good to read it- game must be polished in first place!
They should put more effort in writing these gameplay articles. I bet a lot of people are confused about what means what. Some explanatory pictures with arrows or some short demos would also be great to have.
That's actually a pretty good idea. We do need some fresh blood to this series, but some people might be turned off because they find some stuff confusing. Not that it's a complex game, but it does need some good tutorials and explanations, since many gameplay elements are only trivial for us, who have played Heroes before.
I think nothing is really confusing. There's nothing really new either, aside this flanking proposition. However, what I think that can be confusing is when bringing older systems that new players don't recall.
Still, I heatedly agree that all mechanics articles lack depths and explanations. It seems they are only too engaged in showing beautiful images rather than writing meaningful things.
stevie!!! how are you?
yeah the article could have been fuller.but this article was about stalling without angering the community:P
P.S.someone there put Galaad on a leash there,he is embarassing himself and your community!:P
"rather than writing meaningful things."
There are people in this Council with similar problems.
Hey Chris, glad to see you're still around. Pay a visit on HC sometimes. :)